/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h
Per-object settings for Lightmass
struct FLightmassPrimitiveSettings
uint32: 1
bShadowIndirectOnly
If true, this object will only shadow indirect lighting.
uint32: 1
bUseEmissiveForStaticLighting
If true, allow using the emissive for static lighting.
uint32: 1
bUseTwoSidedLighting
If true, this object will be lit as if it receives light from both sides of its polygons.
uint32: 1
bUseVertexNormalForHemisphereGather
Typically the triangle normal is used for hemisphere gathering which prevents incorrect self-shadowing from artist-tweaked vertex normals.
float
DiffuseBoost
Scales the diffuse contribution of all materials applied to this object.
float
EmissiveBoost
Scales the emissive contribution of all materials applied to this object.
float
EmissiveLightExplicitInfluenceRadius
Direct lighting influence radius.
float
EmissiveLightFalloffExponent
Direct lighting falloff exponent for mesh area lights created from emissive areas on this primitive.
float
FullyOccludedSamplesFraction
Fraction of samples taken that must be occluded in order to reach full occlusion.